Flames Of War:
Initiative:
The initiative passed to the opponent in the following cases:
- Failing the motion Double
- Shooting and hitting less than 50% of the shots (rounded up) and / or not to inflict casualties.
- Load but unable to contact the enemy.
- An attempt to load.
- Losing a scrum or win without inflicting casualties
Combat:
Roll 1d6 + modifiers for each figure fighting or shooting:
Needed:
Veterans: 3 +
Experienced: 4 +
Trained: 5 +
Recruits: 6 +
Combat Modifiers:
Using "Other Arms: +1
Shot Modifiers: +1 if
firing more than 50cm.
+1 if troops firing at or behind cover.
+1 If firing at troops in open order.
-1 if shooting at troops in close order
Out: 1d6 + Strip
impact modifier to save:
Needed: Strongly
Battleship: Battleship
3 +: 4 +
Protected: 5 +
Checked: 6 +
Modifiers:
Shield: +1
impacts inflicted by elephants, frothing, two-handed weapons, longbows or crossbows Heavy enemy count as protected. The shield continues to impact modifier.
If there is enough destruction to remove an entire element, roll 1d6. These extra impacts are ignored with a score of:
Veterans: 4 + Trained: 6
Experienced: 5 + Recruits: Auto
Expert impacts inflicted by swords automatically remove an item.
If a captain or lieutenant with a unit that has received at least one impact, roll 3d6-1d6 for each element missing (minimum 1d6). The officer will be dead, incapacitated or be taken prisoner if all dice draw 6.
Moral:
moral causes to check:
1. All units in line of sight, or out of view 20cm, a captain taken prisoner, dead, disabled or fleeing.
2. All units of a lieutenant 20cm imprisoned, killed, disabled or fleeing.
3. The units in line of sight or 20cm away from friendly troops vision of equal or greater rate fleeing or eliminated.
4. Any unit being charged by the side or rear and turning to face failure.
5. Any unit of Warriors with less than two full rows and being charged by a unit in a deeper formation.
6. Cam Any unit with less than three complete rows and being charged by a unit with a more extensive training.
7. Any infantry unit contacted by open except mounted infantry in close order and armed with spears on foot, that has not moved twice this turn and hold the load.
8. Any infantry reached by cars.
9. Any unit or contact contacted elephants.
10. For every item lost shot or melee.
11. Any unit charged interpenetrated by troops or troops in close order and extended run.
12. Any unit interpenetrated by cars or elephants fleeing performs two moral test strip
1d6 for each unit to perform a moral test and for each event that causes such a roll. The unit is successful with a score of:
Fans: 3 + Modifier: Official with the unit, Buena
+1: 4 + Recruits: -1
Normal: 5 + Loaded in the rear: -2
Poor: 6 + Escape
A unit can not escape recovered.
An officer with a unit that runs away, run away with it once. To save strip 1d6.
Needed:
Fanatic: 2 + Experienced: 4 +
Veteran: 3 + Trained: 5 +
If successful, you can move normally next turn. If it fails, the unit remains on the run until it leaves the board.
Enemy units in contact with a fleeing unit should aim at normal speed. After the first turn, may choose to stop persecution if they take 4 + on 1d6, modified by the following factors:
Cams: -2
Knights: -1
Veterans: +1 Official
with unit: +1
Infantry: +1
Standards
Confrontation:
Line of Sight:
A fighter has a valid line of sight over the other if you can see some part of this. The mounted figures and their horses are considered a single fighter. When in doubt, a player may be at the height of his figure to check your vision.
Shot:
All shooters (except artillery) now have Assault and Marksmanship Shooting free. These skills are considered inherent to the status of the shooter. The shooters who already possess these skills in their letters of reference will benefit from additional advantages when used (see Skills)
Influence of Fear
Regrouping:
The following text replaces the rulebook at the beginning of each round, during the strategic phase, the players make the grouping test (selected or Discipline Courage 8 or 8) for each fighters in disarray.
This test is an automatic failure if the figure is in contact with a terrifying fighter. If the test is a failure figure remains in disarray. If you pass the test, regrouped figure ceases to be in disarray and can act normally. However, not immune to the level of fear that made him suffer the stampede. War Machines
Definition: All figures
having a pictogram "weight" are considered war machines. Artillery
piercing:
The following text replaces the rulebook This category includes all the warriors in the range mentioned
gun
Raise an army
Spells: Spells
stop PE for purchase cost. If is necessary to calculate the sum of its power. A magician can acquire spells to double its magical potential and to their potential in the case of the warrior-magicians.
Miracles:
The cost milage stop PE for purchase. If is necessary to calculate the sum of Fervor. A true miracle can take up to twice the sum of its aspects and to the sum in the case of monks-warriors. Fervor miracles with "special" Fervor 2 are considered for purchase. Competitions
bitter:
The following text replaces the rulebook (passive) When a fierce dies, it is not removed until the end of the current game phase. Until then, suffer the following effects: • Critical Injury • No movement of persecution • Devotion and Martyr lose if in possession can not be cured • • You can not be sacrificed
Ambidextrous (passive):
The following text replaces the rulebook as a switch-hitting an attack wins for each successful defense. This die is added to the subject of ongoing combat attacks. This die can be combined with others to carry out a coup if you have the skill. If the attack is intended for automatic failover, the switch-hitter can choose between: • Keep your defense since • Losing his defense because (not to make any test) and win a given attack additional. Additional attack dice by ambidextrous lost after finishing the fight. Counter-attack
(active):
The following text replaces the rulebook with a counter-attack fighter earns an extra die for each attack defense than at least two points in the overall difficulty trying to stop the attack. If the attack is intended for automatic failover, the figure in counter-attack can choose between: • Keep your defense since • Losing his defense because (not to make any test) and earn an additional attack die. Additional attack dice by counter-attack after the end lost the fight.
Chain / X:
This ability works exactly as it appears in the rule book, with this exception: • Each additional eligible since this competition decreases by 1 DEF and ATA fighter (instead of 2)
Force cargo / X:
The following text replaces the rulebook (Passive) When a fighter with the ability to load, its strength is replaced by X. This change applies to the end of the first battle to take part in the figure during the shift. Possible modifiers of the fighter force applied to the new setting of strength. Force loading / X is not taken into account for the coups.
Immortal An immortal
belongs to the people on your rank. If not mention any people, any people can join their alliance route Example: • Anima, "immortal destiny." You can join any people in the destination • Mandigor Guerrero, "immortal destiny. Daikinee. " You can only join the hometown
Shot Assault:
For shooters with this skill in his letter of character reference and shooters, the difficulty of the shot of assault will be 4 (instead of 7)
Aim:
For shooters with this skill in his letter of character reference and fencers, it is necessary to waive the remaining shares to use Aim. Aim not be combined with
Assault Shooting Go
Standards:
"Both players (black and white stones) take turns, placing one stone on the board at a time.
-The stones should be placed on the intersection between the vertical and horizontal lines.
"Once you put on a stone, it can not move. However, if it can be removed under certain conditions.
- With one motion, the white stone can be completely surrounded and removed from the board.
The stones can be removed with a movement only, are said to be in "Atari."
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